using System;
using Server.Network;
using Server.Items;

namespace Server.Items
{
	public class Pier : Item
	{
		/*
		 * This does not make a lot of sense, being a "Pier"
		 * and having possible itemids that have nothing
		 * to do with piers. The three items here are basically
		 * permutations of the same "drop", or item that
		 * will be randomly selected when the item drops.
		 * 
		 * It was either this, or make 2
		 * new classes named to reflect that they are rocks
		 * in water, or put them all in one class. Either
		 * is kind of senseless, so it is what it is.
		 * 
		 */

		private static int[] m_itemids = new int[]
		{
			0x3486, 0x348b, 0x3ae
		};

		[Constructable]
		public Pier()
			: base(m_itemids[Utility.Random(3)])
		{
		}

		public Pier(int itemid)
			: base(itemid)
		{
		}

		public Pier( Serial serial ) : base( serial )
		{
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int) 0 ); // version
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();
		}
	}
}
